Going to try spriting from a top-down perspective or class rpg style. - Printable Version +- The VG Resource (https://www.vg-resource.com) +-- Forum: Archive (https://www.vg-resource.com/forum-65.html) +--- Forum: July 2014 Archive (https://www.vg-resource.com/forum-139.html) +---- Forum: Other Stuff (https://www.vg-resource.com/forum-6.html) +----- Forum: Questions, Info, and Tutorials (https://www.vg-resource.com/forum-89.html) +----- Thread: Going to try spriting from a top-down perspective or class rpg style. (/thread-24778.html) Pages:
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RE: Going to try spriting from a top-down perspective or class rpg style. - Omnikariz - 04-20-2014 RE: Going to try spriting from a top-down perspective or class rpg style. - psychospacecow - 04-22-2014 Going to try something soon. A wild unforeseen wave of work from school appeared, so we'll see. RE: Going to try spriting from a top-down perspective or class rpg style. - psychospacecow - 04-23-2014 Tried to make something based around the top line of the example, but the legs are screwy and it kind of looks like he's dancing, and its really fragmented, but I don't know why. Actually, now that I think about it, would this be better in the spriter sub-forum? RE: Going to try spriting from a top-down perspective or class rpg style. - Omnikariz - 04-23-2014 it would probably look better if you made his furthest foot a bit smaller to show more distance, other than that, his arm swings are really odd. instead of having his arms in this state displayed over his torso, try to make them behind. (if that makes any sense) look at this animation, for example, at this frame, where he is in the furthest point of his step, that arm is barely visible again, note the fact that his furthest foot is really small, showing a lot of distance RE: Going to try spriting from a top-down perspective or class rpg style. - psychospacecow - 04-24-2014 I will try that soon. RE: Going to try spriting from a top-down perspective or class rpg style. - TheShyGuy - 04-26-2014 You might wanna try blocking in the animation in parts instead of trying to animate whole frame by whole frame. For example, focusing only on one upper thigh and blocking in the 4 frames. When you got a nice rotation going, move onto the knee, then foot. Once you got the flow down, repeat with the rest of the body parts, one at a time. When you're ready, you can add in the actual lines and details. I got this advice from Iocus's and Chris2Ball's recent posts. It makes animating so much easier plus no headaches. RE: Going to try spriting from a top-down perspective or class rpg style. - psychospacecow - 04-26-2014 I don't understand. RE: Going to try spriting from a top-down perspective or class rpg style. - TheShyGuy - 04-26-2014 Heres a crude example I start out with the body. (ignore the hip square in the beginning, I added it later when adding the upper body rotation markers). Then I block in one thigh, frame by frame until I got a nice rotation. After that, I add the lower leg frames. Now one leg is blocked in and done. Then, because I'm lazy, I mirror one leg to the other side. Afterwards, I added some shoulder squares to mark how the upper body should rotate. After you've blocked out the animation, you can start to actually add in the lineart and details. Oh yea, I like to start out with the base parts of the body instead of the legs, arms or head. The way I see it, how the base animates should flow throughout the limbs (legs, arms, head). Soo I'd probably animate the body, then legs, then arms, and finally the head. Do what works for you though. RE: Going to try spriting from a top-down perspective or class rpg style. - psychospacecow - 05-04-2014 We decided it was probably better for me not to do these. If anyone wants to or knows someone who might be interested in doing the animations, give me a shoutout or send them this link. http://www.gamesprout.com/ideas/826 My current task is overhauling our google drive document. |